public void TextureTransformTest() { var tex0 = new Texture2D(128, 128) { wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Bilinear, }; var textureManager = new TextureExportManager(new Texture[] { tex0 }); var srcMaterial = new Material(Shader.Find("Standard")); var offset = new Vector2(0.3f, 0.2f); var scale = new Vector2(0.5f, 0.6f); srcMaterial.mainTexture = tex0; srcMaterial.mainTextureOffset = offset; srcMaterial.mainTextureScale = scale; var materialExporter = new MaterialExporter(); var gltfMaterial = materialExporter.ExportMaterial(srcMaterial, textureManager); var shaderStore = new ShaderStore(null); var materialImporter = new MaterialImporter(shaderStore, (int index) => { return(null); }); var dstMaterial = materialImporter.CreateMaterial(0, gltfMaterial, false); Assert.AreEqual(dstMaterial.mainTextureOffset.x, offset.x, 0.001f); Assert.AreEqual(dstMaterial.mainTextureOffset.y, offset.y, 0.001f); Assert.AreEqual(dstMaterial.mainTextureScale.x, scale.x, 0.001f); Assert.AreEqual(dstMaterial.mainTextureScale.y, scale.y, 0.001f); }
public void MaterialExportTest() { var material = new Material(Shader.Find("Standard")); material.SetColor("_EmissionColor", new Color(0, 1, 2, 1)); material.EnableKeyword("_EMISSION"); var materialExporter = new MaterialExporter(); var textureExportManager = new TextureExportManager(new Texture[] { }); var gltfMaterial = materialExporter.ExportMaterial(material, textureExportManager); Assert.AreEqual(gltfMaterial.emissiveFactor, new float[] { 0, 0.5f, 1 }); }
public virtual glTFMaterial ExportMaterial(Material m, TextureExportManager textureManager) { var material = CreateMaterial(m); // common params material.name = m.name; Export_Color(m, textureManager, material); Export_Metallic(m, textureManager, material); Export_Normal(m, textureManager, material); Export_Occlusion(m, textureManager, material); Export_Emission(m, textureManager, material); return(material); }
static void Export_Metallic(Material m, TextureExportManager textureManager, glTFMaterial material) { int index = -1; if (m.HasProperty("_MetallicGlossMap")) { float smoothness = 0.0f; if (m.HasProperty("_GlossMapScale")) { smoothness = m.GetFloat("_GlossMapScale"); } // Bake smoothness values into a texture. var converter = new MetallicRoughnessConverter(smoothness); index = textureManager.ConvertAndGetIndex(m.GetTexture("_MetallicGlossMap"), converter); if (index != -1) { material.pbrMetallicRoughness.metallicRoughnessTexture = new glTFMaterialMetallicRoughnessTextureInfo() { index = index, }; Export_MainTextureTransform(m, material.pbrMetallicRoughness.metallicRoughnessTexture); } } if (index != -1) { material.pbrMetallicRoughness.metallicFactor = 1.0f; // Set 1.0f as hard-coded. See: https://github.com/dwango/UniVRM/issues/212. material.pbrMetallicRoughness.roughnessFactor = 1.0f; } else { if (m.HasProperty("_Metallic")) { material.pbrMetallicRoughness.metallicFactor = m.GetFloat("_Metallic"); } if (m.HasProperty("_Glossiness")) { material.pbrMetallicRoughness.roughnessFactor = 1.0f - m.GetFloat("_Glossiness"); } } }
static void Export_Color(Material m, TextureExportManager textureManager, glTFMaterial material) { if (m.HasProperty("_Color")) { material.pbrMetallicRoughness.baseColorFactor = m.color.ToArray(); } if (m.HasProperty("_MainTex")) { var index = textureManager.CopyAndGetIndex(m.GetTexture("_MainTex"), RenderTextureReadWrite.sRGB); if (index != -1) { material.pbrMetallicRoughness.baseColorTexture = new glTFMaterialBaseColorTextureInfo() { index = index, }; } } }
static void Export_Occlusion(Material m, TextureExportManager textureManager, glTFMaterial material) { if (m.HasProperty("_OcclusionMap")) { var index = textureManager.ConvertAndGetIndex(m.GetTexture("_OcclusionMap"), new OcclusionConverter()); if (index != -1) { material.occlusionTexture = new glTFMaterialOcclusionTextureInfo() { index = index, }; } if (index != -1 && m.HasProperty("_OcclusionStrength")) { material.occlusionTexture.strength = m.GetFloat("_OcclusionStrength"); } } }
static void Export_Normal(Material m, TextureExportManager textureManager, glTFMaterial material) { if (m.HasProperty("_BumpMap")) { var index = textureManager.ConvertAndGetIndex(m.GetTexture("_BumpMap"), new NormalConverter()); if (index != -1) { material.normalTexture = new glTFMaterialNormalTextureInfo() { index = index, }; } if (index != -1 && m.HasProperty("_BumpScale")) { material.normalTexture.scale = m.GetFloat("_BumpScale"); } } }
void FromGameObject(glTF gltf, GameObject go, bool useSparseAccessorForMorphTarget = false) { var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]); var bufferIndex = gltf.AddBuffer(bytesBuffer); GameObject tmpParent = null; if (go.transform.childCount == 0) { tmpParent = new GameObject("tmpParent"); go.transform.SetParent(tmpParent.transform, true); go = tmpParent; } try { Nodes = go.transform.Traverse() .Skip(1) // exclude root object for the symmetry with the importer .ToList(); #region Materials and Textures Materials = Nodes .Where(x => !x.HasTextMeshProComponent()) .SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList(); var unityTextures = Materials.SelectMany(x => TextureExporter.GetTextures(x)).Where(x => x.texture != null).Distinct().ToList(); TextureManager = new TextureExportManager(unityTextures.Select(x => x.texture)); var materialExporter = CreateMaterialExporter(); gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList(); for (int i = 0; i < unityTextures.Count; ++i) { var unityTexture = unityTextures[i]; TextureExporter.ExportTexture(gltf, bufferIndex, TextureManager.GetExportTexture(i), unityTexture.textureType); } #endregion #region Meshes var unityMeshes = Nodes .Select(x => new MeshWithRenderer { Mesh = x.GetSharedMesh(), Renderer = x.GetComponent <Renderer>(), }) .Where(x => { if (x.Mesh == null) { return(false); } if (x.Renderer.sharedMaterials == null || x.Renderer.sharedMaterials.Length == 0) { return(false); } return(true); }) .ToList(); var uniqueMeshes = new List <MeshWithRenderer>(); foreach (var um in unityMeshes) { if (!uniqueMeshes.Any(x => x.IsSameMeshAndMaterials(um))) { uniqueMeshes.Add(um); } } MeshExporter.ExportMeshes(glTF, bufferIndex, uniqueMeshes, Materials, useSparseAccessorForMorphTarget, ExportOnlyBlendShapePosition); Meshes = unityMeshes.Select(x => x.Mesh).ToList(); #endregion #region Nodes and Skins var unitySkins = Nodes .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x => x != null && x.bones != null && x.bones.Length > 0) .ToList(); gltf.nodes = Nodes.Select(x => ExportNode(x, Nodes, uniqueMeshes, unitySkins)).ToList(); gltf.scenes = new List <gltfScene> { new gltfScene { nodes = go.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(), } }; foreach (var x in unitySkins) { var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray(); var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE); var skin = new glTFSkin { inverseBindMatrices = accessor, joints = x.bones.Select(y => Nodes.IndexOf(y)).ToArray(), skeleton = Nodes.IndexOf(x.rootBone), }; var skinIndex = gltf.skins.Count; gltf.skins.Add(skin); foreach (var z in Nodes.Where(y => y.Has(x))) { var nodeIndex = Nodes.IndexOf(z); var node = gltf.nodes[nodeIndex]; node.skin = skinIndex; } } #endregion #if UNITY_EDITOR #region Animations var clips = new List <AnimationClip>(); var animator = go.GetComponent <Animator>(); var animation = go.GetComponent <Animation>(); if (animator != null) { clips = AnimationExporter.GetAnimationClips(animator); } else if (animation != null) { clips = AnimationExporter.GetAnimationClips(animation); } if (clips.Any()) { foreach (AnimationClip clip in clips) { var animationWithCurve = AnimationExporter.Export(clip, go.transform, Nodes); foreach (var kv in animationWithCurve.SamplerMap) { var sampler = animationWithCurve.Animation.samplers[kv.Key]; var inputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input); sampler.input = inputAccessorIndex; var outputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output); sampler.output = outputAccessorIndex; // modify accessors var outputAccessor = gltf.accessors[outputAccessorIndex]; var channel = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key); switch (glTFAnimationTarget.GetElementCount(channel.target.path)) { case 1: outputAccessor.type = "SCALAR"; //outputAccessor.count = ; break; case 3: outputAccessor.type = "VEC3"; outputAccessor.count /= 3; break; case 4: outputAccessor.type = "VEC4"; outputAccessor.count /= 4; break; default: throw new NotImplementedException(); } } animationWithCurve.Animation.name = clip.name; gltf.animations.Add(animationWithCurve.Animation); } } #endregion #endif } finally { if (tmpParent != null) { tmpParent.transform.GetChild(0).SetParent(null); if (Application.isPlaying) { GameObject.Destroy(tmpParent); } else { GameObject.DestroyImmediate(tmpParent); } } } }
/// <summary> /// Prepareで作ったCopyから、glTFにデータを変換する /// </summary> public virtual void Export() { var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]); var bufferIndex = glTF.AddBuffer(bytesBuffer); #region Materials and Textures var unityTextures = Materials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null) .Distinct().ToList(); TextureManager = new TextureExportManager(unityTextures.Select(x => x.Texture)); var materialExporter = CreateMaterialExporter(); glTF.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList(); for (var i = 0; i < unityTextures.Count; ++i) { var unityTexture = unityTextures[i]; TextureIO.ExportTexture(glTF, bufferIndex, TextureManager.GetExportTexture(i), unityTexture.TextureType); } #endregion if (Copy != null) { #region Meshes var unityMeshes = Nodes .Select(x => new MeshWithRenderer { Mesh = x.GetSharedMesh(), Rendererer = x.GetComponent <Renderer>(), }) .Where(x => { if (x.Mesh == null) { return(false); } if (x.Rendererer.sharedMaterials == null || x.Rendererer.sharedMaterials.Length == 0) { return(false); } return(true); }) .ToList(); MeshExporter.ExportMeshes(glTF, bufferIndex, unityMeshes, Materials, UseSparseAccessorForBlendShape); Meshes = unityMeshes.Select(x => x.Mesh).ToList(); #endregion #region Nodes and Skins var unitySkins = Nodes .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x => x != null && x.bones != null && x.bones.Length > 0) .ToList(); glTF.nodes = Nodes.Select(x => ExportNode(x, Nodes, unityMeshes.Select(y => y.Rendererer).ToList(), unitySkins)).ToList(); glTF.scenes = new List <gltfScene> { new gltfScene { nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(), } }; foreach (var x in unitySkins) { var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray(); var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE); var skin = new glTFSkin { inverseBindMatrices = accessor, joints = x.bones.Select(y => Nodes.IndexOf(y)).ToArray(), skeleton = Nodes.IndexOf(x.rootBone), }; var skinIndex = glTF.skins.Count; glTF.skins.Add(skin); foreach (var z in Nodes.Where(y => y.Has(x))) { var nodeIndex = Nodes.IndexOf(z); var node = glTF.nodes[nodeIndex]; node.skin = skinIndex; } } #endregion #if UNITY_EDITOR #region Animations var clips = new List <AnimationClip>(); var animator = Copy.GetComponent <Animator>(); var animation = Copy.GetComponent <Animation>(); if (animator != null) { clips = AnimationExporter.GetAnimationClips(animator); } else if (animation != null) { clips = AnimationExporter.GetAnimationClips(animation); } if (clips.Any()) { foreach (var clip in clips) { var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes); AnimationExporter.WriteAnimationWithSampleCurves(glTF, animationWithCurve, clip.name, bufferIndex); } } #endregion #endif } }
/// <summary> /// Prepareで作ったCopyから、glTFにデータを変換する /// </summary> public virtual void Export() { var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]); var bufferIndex = glTF.AddBuffer(bytesBuffer); #region Materials and Textures var unityTextures = Materials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null) .Distinct().ToList(); TextureManager = new TextureExportManager(unityTextures.Select(x => x.Texture)); var materialExporter = CreateMaterialExporter(); glTF.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList(); for (var i = 0; i < unityTextures.Count; ++i) { var unityTexture = unityTextures[i]; TextureIO.ExportTexture(glTF, bufferIndex, TextureManager.GetExportTexture(i), unityTexture.TextureType); } #endregion if (Copy != null) { #region Meshes var unityMeshes = Nodes .Select(x => new MeshWithRenderer { Mesh = x.GetSharedMesh(), Rendererer = x.GetComponent <Renderer>(), }) .Where(x => { if (x.Mesh == null) { return(false); } if (x.Rendererer.sharedMaterials == null || x.Rendererer.sharedMaterials.Length == 0) { return(false); } return(true); }) .ToList(); MeshExporter.ExportMeshes(glTF, bufferIndex, unityMeshes, Materials, UseSparseAccessorForBlendShape); Meshes = unityMeshes.Select(x => x.Mesh).ToList(); #endregion #region Nodes and Skins var unitySkins = Nodes .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x => x != null && x.bones != null && x.bones.Length > 0) .ToList(); glTF.nodes = Nodes.Select(x => ExportNode(x, Nodes, unityMeshes.Select(y => y.Rendererer).ToList(), unitySkins)).ToList(); glTF.scenes = new List <gltfScene> { new gltfScene { nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(), } }; foreach (var x in unitySkins) { var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray(); var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE); var skin = new glTFSkin { inverseBindMatrices = accessor, joints = x.bones.Select(y => Nodes.IndexOf(y)).ToArray(), skeleton = Nodes.IndexOf(x.rootBone), }; var skinIndex = glTF.skins.Count; glTF.skins.Add(skin); foreach (var z in Nodes.Where(y => y.Has(x))) { var nodeIndex = Nodes.IndexOf(z); var node = glTF.nodes[nodeIndex]; node.skin = skinIndex; } } #endregion #if UNITY_EDITOR #region Animations var clips = new List <AnimationClip>(); var animator = Copy.GetComponent <Animator>(); var animation = Copy.GetComponent <Animation>(); if (animator != null) { clips = AnimationExporter.GetAnimationClips(animator); } else if (animation != null) { clips = AnimationExporter.GetAnimationClips(animation); } if (clips.Any()) { foreach (var clip in clips) { var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes); foreach (var kv in animationWithCurve.SamplerMap) { var sampler = animationWithCurve.Animation.samplers[kv.Key]; var inputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input); sampler.input = inputAccessorIndex; var outputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output); sampler.output = outputAccessorIndex; // modify accessors var outputAccessor = glTF.accessors[outputAccessorIndex]; var channel = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key); switch (glTFAnimationTarget.GetElementCount(channel.target.path)) { case 1: outputAccessor.type = "SCALAR"; //outputAccessor.count = ; break; case 3: outputAccessor.type = "VEC3"; outputAccessor.count /= 3; break; case 4: outputAccessor.type = "VEC4"; outputAccessor.count /= 4; break; default: throw new NotImplementedException(); } } animationWithCurve.Animation.name = clip.name; glTF.animations.Add(animationWithCurve.Animation); } } #endregion #endif } }